Ok, I'm a first time DM. My party has started with the Kobold Hall adventure in the back of the DMG guide. I'm going to go on my own from there. Here's the general plot I've started:
The party kills the Young White Dragon at the end of the adventure. They cut the lenses from the eyes of the Dragon because an Arcana or something check tells them they can be useful in high level magical rituals to focus energy (and because I need a macguffin). They go back to Fallcrest and to the market to try to either sell the lenses, or learn more about them. They find an old man who knows some things and is about to tell them where to go to find someone who might help them learn more/buy them. But just then a pickpocket comes along and steals the lenses.
So at this point I want the party to either chase down the pickpocket, or stay behind and keep talking to the old man (who won't wait around if they leave). And I'd like to run the chase as a skill challenge, while tracking the chase on a large hex-grid map I'm going to make (one hex = 50 feet sound fair?).
I'm thinking on their first failure in the skill challenge, I'll say they run into some human rabble there to watch the parade (oh yeah, the market is extra busy today because of an annual festival). The rabble get mad for being knocked down, and they have a fight. It'll be a quick one, meant only to slow them down/raise the tension.
I won't make them fight someone every time they fail a skill check, only the first time. And if they fail it completely, then the pickpocket gets away. Or if they win the skill challenge without a fail, then they'll have a combat encounter with the pickpocket, who will by then have gotten to a place where some of his cronies can back him up (the rabble). If they win the challenge despite a fail or two, I'll just say they tackle the pickpocket to the ground and catch him. Mainly, I want there to be one combat encounter in here, but not more.
Questions:
1. What do you think I should do if the party wants to split up, with some chasing and some still talking to the old man? I can still do both, but I don't want the players who stay behind to get bored or miss out on experience. Maybe have some assassins come to kill the old man to protect their secrets? I don't really want to run two fights at once.
2. What if the players get in the fight with the rabble and just want to flee the fight to keep chasing the pickpocket? I don't want to just say, "You can't run, too bad." What are some good rules to make it tough for them to flee but are fair?
3. Any ideas how I can throw the parade into the mix, other than as flavor?
Thanks!!
Benny
The party kills the Young White Dragon at the end of the adventure. They cut the lenses from the eyes of the Dragon because an Arcana or something check tells them they can be useful in high level magical rituals to focus energy (and because I need a macguffin). They go back to Fallcrest and to the market to try to either sell the lenses, or learn more about them. They find an old man who knows some things and is about to tell them where to go to find someone who might help them learn more/buy them. But just then a pickpocket comes along and steals the lenses.
So at this point I want the party to either chase down the pickpocket, or stay behind and keep talking to the old man (who won't wait around if they leave). And I'd like to run the chase as a skill challenge, while tracking the chase on a large hex-grid map I'm going to make (one hex = 50 feet sound fair?).
I'm thinking on their first failure in the skill challenge, I'll say they run into some human rabble there to watch the parade (oh yeah, the market is extra busy today because of an annual festival). The rabble get mad for being knocked down, and they have a fight. It'll be a quick one, meant only to slow them down/raise the tension.
I won't make them fight someone every time they fail a skill check, only the first time. And if they fail it completely, then the pickpocket gets away. Or if they win the skill challenge without a fail, then they'll have a combat encounter with the pickpocket, who will by then have gotten to a place where some of his cronies can back him up (the rabble). If they win the challenge despite a fail or two, I'll just say they tackle the pickpocket to the ground and catch him. Mainly, I want there to be one combat encounter in here, but not more.
Questions:
1. What do you think I should do if the party wants to split up, with some chasing and some still talking to the old man? I can still do both, but I don't want the players who stay behind to get bored or miss out on experience. Maybe have some assassins come to kill the old man to protect their secrets? I don't really want to run two fights at once.
2. What if the players get in the fight with the rabble and just want to flee the fight to keep chasing the pickpocket? I don't want to just say, "You can't run, too bad." What are some good rules to make it tough for them to flee but are fair?
3. Any ideas how I can throw the parade into the mix, other than as flavor?
Thanks!!
Benny